{"status":"ok","message-type":"work","message-version":"1.0.0","message":{"indexed":{"date-parts":[[2024,9,5]],"date-time":"2024-09-05T19:43:40Z","timestamp":1725565420453},"publisher-location":"Berlin, Heidelberg","reference-count":9,"publisher":"Springer Berlin Heidelberg","isbn-type":[{"type":"print","value":"9783540220565"},{"type":"electronic","value":"9783540247098"}],"content-domain":{"domain":[],"crossmark-restriction":false},"short-container-title":[],"published-print":{"date-parts":[[2004]]},"DOI":"10.1007\/978-3-540-24709-8_88","type":"book-chapter","created":{"date-parts":[[2010,9,11]],"date-time":"2010-09-11T01:43:48Z","timestamp":1284169428000},"page":"837-842","source":"Crossref","is-referenced-by-count":2,"title":["Design and Implementation of an Online 3D Game Engine"],"prefix":"10.1007","author":[{"given":"Hunjoo","family":"Lee","sequence":"first","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]},{"given":"Taejoon","family":"Park","sequence":"additional","affiliation":[],"role":[{"role":"author","vocabulary":"crossref"}]}],"member":"297","reference":[{"key":"88_CR1","volume-title":"3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics","author":"D.H. Eberly","year":"2001","unstructured":"Eberly, D.H.: 3D Game Engine Design: A Practical Approach to Real-Time Computer Graphics. Morgan Kaufmann Publishers, San Francisco (2001)"},{"key":"88_CR2","volume-title":"Real-Time Rendering","author":"T. Moeller","year":"1999","unstructured":"Moeller, T., Haines, E.: Real-Time Rendering. A K Peters, Wellesley (1999)"},{"key":"88_CR3","volume-title":"3D Games: Real-time Rendering and Software Technology","author":"A. Watt","year":"2001","unstructured":"Watt, A., Policarpo, F.: 3D Games: Real-time Rendering and Software Technology. Addison-Wesley, Reading (2001)"},{"key":"88_CR4","doi-asserted-by":"crossref","unstructured":"Hoppe, H.: Progressive Mesh. In: Proceedings of ACM SIGGRAPH, pp. 99\u2013108 (1996)","DOI":"10.1145\/237170.237216"},{"key":"88_CR5","volume-title":"3D Computer Graphics","author":"A. Watt","year":"2000","unstructured":"Watt, A.: 3D Computer Graphics, 3rd edn. Addison-Wesley, Reading (2000)","edition":"3"},{"key":"88_CR6","doi-asserted-by":"crossref","unstructured":"Hoppe, H., DeRose, T., Duchamp, T., McDonald, J., Stuetzle, W.: Mesh Optimization. In: SIGGRAPH, pp. 19\u201326 (1993)","DOI":"10.1145\/166117.166119"},{"key":"88_CR7","unstructured":"Rollings, A., Morris, D.: Game Architecture and Design, Coriolis (2000)"},{"key":"88_CR8","doi-asserted-by":"crossref","unstructured":"Lindstorm, P., Koller, D., Ribarsky, W., Hidges, L.F., Faust, N., Turner, G.A.: Real-Time, Continuous Level of Detail Rendering of Height Fields. In: SIGGRAPH, pp. 109\u2013118 (1996)","DOI":"10.1145\/237170.237217"},{"key":"88_CR9","unstructured":"DeLoura, M.: Game Programming Gems 3. Charles Rivermedia (2002)"}],"container-title":["Lecture Notes in Computer Science","Computational Science and Its Applications \u2013 ICCSA 2004"],"original-title":[],"link":[{"URL":"http:\/\/link.springer.com\/content\/pdf\/10.1007\/978-3-540-24709-8_88.pdf","content-type":"unspecified","content-version":"vor","intended-application":"similarity-checking"}],"deposited":{"date-parts":[[2021,11,9]],"date-time":"2021-11-09T14:47:13Z","timestamp":1636469233000},"score":1,"resource":{"primary":{"URL":"http:\/\/link.springer.com\/10.1007\/978-3-540-24709-8_88"}},"subtitle":[],"short-title":[],"issued":{"date-parts":[[2004]]},"ISBN":["9783540220565","9783540247098"],"references-count":9,"URL":"https:\/\/doi.org\/10.1007\/978-3-540-24709-8_88","relation":{},"ISSN":["0302-9743","1611-3349"],"issn-type":[{"type":"print","value":"0302-9743"},{"type":"electronic","value":"1611-3349"}],"subject":[],"published":{"date-parts":[[2004]]}}}